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Bravo Nintendo. Bravo. iykyk
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File: kaphoticslillie.png (49 KB, 577x296)
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>see model in game files
>proceed to completely make up non-sequiter conclusions you have zero context for because screeching about Pokemon is trendy
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>>58408480
you can't even explain why this is a bad thing. stfu retard. you just wanna complain to complain
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>>58408498
Larger textures require more processing power and take up more space, so it's best to optimize where you can

But to have an ENTIRE CITY be one model, means that the ENTIRE CITY has one single UV map! It's ONE texture!

Meaning that BY DESIGN they *have* to re-use areas on the texture map CONSTANTLY, and everything is going to *have* to be low resolution, because they're trying to use ONE texture map for a WHOLE CITY
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File: 23432543253253252.gif (2.87 MB, 232x232)
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>>58408498
you cant explain why its good, or bad, you are useless. Game runs like absolute anus, again, and looks like fucking garbage. Eat the slop you lil pig.
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still runs better than scarlet/violet
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>>58408521
so 20 fps instead of 15?
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>>58408521
That's because ScarVi did the exact same thing on a larger scale. Meaning the ENTIRE world map in ScarVi is also one model
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>>58408480
I don't know all that much about 3D modelling and such, but aren't both counts relatively low for a whole map? And can't we still have culling involved even if the entire model is loaded (assuming it all is loaded; there's probably some way to only load portions of a model at once, right?)
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>>58408513
>Larger textures require more processing power
there are no textures in the OP
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>>58408545
Three low poly count is another issue in itself. The reason why large scale rpgs like xenoblade or morrowind worked as they did is because the maps wetter broken up into individual blocks of models whose assets could be loaded as you entered a new block area. By making the entire map one single pie plate model, every asset is being rendered all at once
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>>58408575
Maps were*
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>>58408531
I've clipped through enough walls to know that's not true.
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>>58408521
The switch 2 is doing all the work
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>>58408531
>That's because [FANFIC]
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>>58408480
So you've extracted a single model via data mining, and you've drawn conclusions on how the game engine runs based on the model geometry alone?
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>>58408480
another brilliant lamefreak dumbjeet production
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>>58408641
It's not just the how it runs, it explains flat balconies and shit textures
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>>58408641
I've assisted in game dev before, which is how I'm familiar why this isn't a good practice for map design
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>>58408480
People couldn't figure this one out already? They did this in other games too.
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>>58408692
>I've [FANFIC]
no one cares
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>>58408696
You cared enough to reply
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>>58408480
didn't Nintendo want to outsource this garbage?
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>>58408692
if you were actually in game dev you would know it's fucking retarded to draw conclusions from a single model file without having any details on the implementation of how the file is used.
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>Supposedly one model making the textures and stuff look bad
>Still looks way better than PLA
Ok. Like anon said, people are complaining for the sake of it
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>>58408696
stop seething, shitjeet
you'll survive
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>>58408707
If they were less shit at programming we'd have better games.
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>>58408491
This argument fails when you see every map, every scene every single thing has lillie multiple times. It would be easier and better performant to have it loaded as a singleton to drop as needed. What kaphotic says applies most of the time but when a model/character is this repeated like this the pattern used changes.
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It's really funny reading you people redditpost about graphics on this. Octrees and BSP exist, you people know nothing.
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>>58408913
>It would be easier and better performant to have it loaded as a singleton to drop as needed
no it wouldn’t
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This discussion is useless when we have the zelda games, pokemon company is just lazy, and has bad administrators.
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>>58409066
Latest Zelda games' maps were outsourced to Monolith Soft, and those guys use fucking witchcraft in their games



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